// Use this for initialization void Start() { anim = gameObject.GetComponent <Animator>(); _HeroProperty = GameObject.FindGameObjectWithTag("Player").GetComponent <Ctrl_HeroProperty>(); enemyProperty = GetComponent <Ctrl_Enemy_Property>(); StartCoroutine(PlayEnemyAnimation()); }
private CharacterController _cc; //角色控制器 // Use this for initialization void Start() { _GoHero = GameObject.FindGameObjectWithTag("Player"); enemyProperty = gameObject.GetComponent <Ctrl_Enemy_Property>(); _cc = gameObject.GetComponent <CharacterController>(); StartCoroutine(ThinkProcess()); StartCoroutine(MoveingProcess()); }
private CharacterController _cc; //角色控制器 // Use this for initialization void Start() { //怪物属性脚本 enemyProperty = GetComponent <Ctrl_Enemy_Property>(); //怪物控制器 _cc = GetComponent <CharacterController>(); playerUnit = GameObject.FindGameObjectWithTag("Player"); //保存初始位置信息 initialPosition = gameObject.GetComponent <Transform>().position; //检查并修正怪物设置 //1. 攻击距离不大于自卫半径,否则就无法触发追击状态,直接开始战斗了 attackRange = Mathf.Min(defendRadius, attackRange); //2. 游走半径不大于追击半径,否则怪物可能刚刚开始追击就返回出生点 wanderRadius = Mathf.Min(chaseRadius, wanderRadius); //随机一个待机动作 RandomAction(); StartCoroutine(EnemyAi()); }